[gurps] Rule of 16: GURPS 3e versus 4e

Susan Koziel kataryna_dragonweaver at yahoo.com
Mon Mar 24 20:45:51 CDT 2008


I've avoided entering into the mage vs fighter debate
so far because it just isn't an issue in my games... I
commonly have players move away from playing mages in
favour of fighters because a lot more weirdness
happens to my mages. In my games there is a whole
world they perceive that the non-mages rarely can...
and they usually end up with more
creatures/governments gunning for them.
;)
However, I've commonly had folks take lower attributes
(tho only once IQ) commonly Health and Strength are
what gets dropped but I've even have had folks drop
dex... if they felt it was appropriate.

But I think that has a lot to do with how I have my
players make characters, they type of players that are
interested in my games, and the games I run. My games
are not for everyone... and a lot of die hard gamers
aren't interested in them. 

The point is that both sides here seem to fail to
realize that a mage vs fighter discussion isn't really
accurate no matter which house rules you follow... it
has everything to do with the GM. I've ran and played
in some horribly unbalanced systems and had them work
because the GM's style fit the system. The biggest
advantage I've found with GURPs is that it can be
balanced to fit almost any GM (which really isn't
something other systems do easily). 
-Sue


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